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In the last chapters we've been adding
some fine textures at the brick level,
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but we've yet to add some big
variation to the wall as a whole.
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So far the only global variation we have
is the bricks having different colors.
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But as we covered when we added that color
variation, this effect would be caused by the
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bricks having different colors to start with, by
mixing bricks from different batches for example.
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But this is an old wall, so a lot
of environmental conditions would
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also have an effect on the its appearance.
Things like weather exposure, for instance,
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which wouldn't affect bricks individually, but
rather the wall as a whole. One key aspect of
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rich and interesting looking textures is having
these different types and scales of variation.
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So let's add some really large scale texture.
Firstly, we'll need a Noise. Then we'll also need
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a Texture Coordinate, and this time, we don't care
about the brick coordinates at all, so let's just
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take the plain Object coordinates, so that our
noise maps to the wall as a continuous surface.
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Let's take a look at the texture. Since
we want large scale variation here,
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we clearly need to make the noise much bigger,
so let's find a suitable value. .2 seems alright.
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The let's snap the nodes neatly onto the grid,
and make some space for the rest of our setup.
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We'll definitely want to have this
texture affect the brightness,
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so let's add yet another multiply
node here, and connect our texture.
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If we take a look at the color, we
see some variation, but not that much,
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and it's darkening the texture significantly,
because all the values are below one,
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so multiplying this reduces the values everywhere.
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To get the effect we want,
let's use another Map Range.
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Let's compress the input range,
to emphasize the texture,
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and then let's widen the output range,
to extend significantly beyond one.
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This definitely helps to add some interesting
variation, but we can still push it further.
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Looking at the shader output,
this still feels a bit too even.
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One thing that we still haven't
randomized at all is the saturation.
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So to emphasize the brightness differences,
let's also map this to the saturation.
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Let's duplicate the Map Range, leaving the
inputs connected, by using Ctrl+Shift+D.
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Then, plugging it into the saturation,
it looks pretty terrible. Clearly,
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that's way too much saturation, and also, since
we want to emphasize the brightness differences,
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it's probably better to have lighter
parts less saturated than the dark parts.
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Let's just set both outputs to one, so
that we have a neutral starting point.
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Then let's reduce the saturation in the higher
values, and let's increase the saturation in
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the low values a bit. This immediately
brings out the contrast in the texture,
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because reducing the saturation
pushes the colors closer to white,
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which really contributes to the
perceived brightness differences.
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To push the brightness
contrast contrast even more,
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we can set the value variation to Smooth Step.
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Then let's snap the nodes into place,
and route the connections neatly.
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And let's not forget our color coding!
This texture is definitely low frequency,
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so let's assign the node color accordingly,
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copying the red color from another node,
with our custom Ctrl+Shift+C shortcut.
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And of course, let's take a moment
to admire our creation with all that
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Cycles displacement and path tracing goodness.
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